
Threejs Skills
- 693 installs
- 44k repo stars
- Updated July 27, 2026
- sickn33/antigravity-awesome-skills
threejs-skills is a frontend skill that generates high-quality Three.js code for 3D scenes, WebGL experiences, visualizations, animations, and interactive visual effects in the browser.
About
threejs-skills is a systematic guide for developers building browser-based 3D graphics with Three.js. The skill triggers when users request 3D models, rotating objects, explorable scenes, particle effects, WebGL canvas rendering, or interactive visualizations. It follows Three.js best practices for scene setup, cameras, lighting, materials, animation loops, and performance-conscious rendering. Developers reach for threejs-skills when they need production-quality 3D UI elements, data visualizations, or lightweight game-like interactions without assembling scenes from scattered tutorials. The skill focuses on code generation and patterns for interactive experiences rather than asset pipeline tooling or native game engine workflows outside the browser.
- Generates complete Three.js scenes using modern ES modules and import maps for r183+
- Implements best-practice patterns for scene initialization, camera, lighting and render loops
- Supports OrbitControls, animations, particles and data-driven 3D visualizations
- Handles both CDN-based browser use and npm-based production bundlers
- Triggers on any request mentioning 3D models, WebGL, rotating objects or explorable 3D scenes
Threejs Skills by the numbers
- 693 all-time installs (skills.sh)
- +4 installs in the week ending Jul 27, 2026 (Skillselion tracking)
- Ranked #488 of 2,277 Frontend Development skills by installs in the Skillselion catalog
- Security screen: MEDIUM risk (skills.sh audit)
- Data as of Jul 28, 2026 (Skillselion catalog sync)
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| Installs | 693 |
|---|---|
| repo stars | ★ 44k |
| Security audit | 2 / 3 scanners passed |
| Last updated | July 27, 2026 |
| Repository | sickn33/antigravity-awesome-skills ↗ |
How do you build interactive Three.js WebGL scenes?
Generate high-quality Three.js code for 3D scenes, interactive WebGL experiences, visualizations, animations and visual effects.
Who is it for?
Frontend developers adding interactive 3D graphics, data visualizations, or WebGL demos to a web application.
Skip if: Native game or VR projects that require Unity, Unreal, or non-browser rendering pipelines instead of Three.js.
When should I use this skill?
The user asks for 3D scenes, WebGL experiences, rotating models, particles, or browser-based 3D visualizations.
What you get
Three.js scene boilerplate, mesh and material setup, animation loops, and interactive WebGL visualization code.
- Three.js scene code
- animation and particle setup
Files
Three.js Skills
Systematically create high-quality 3D scenes and interactive experiences using Three.js best practices.
When to Use
- Requests 3D visualizations or graphics ("create a 3D model", "show in 3D")
- Wants interactive 3D experiences ("rotating cube", "explorable scene")
- Needs WebGL or canvas-based rendering
- Asks for animations, particles, or visual effects
- Mentions Three.js, WebGL, or 3D rendering
- Wants to visualize data in 3D space
Core Setup Pattern
1. Essential Three.js Imports
Use ES module import maps for modern Three.js (r183+):
<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/three@0.183.0/build/three.module.js",
"three/addons/": "https://cdn.jsdelivr.net/npm/three@0.183.0/examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from "three";
import { OrbitControls } from "three/addons/controls/OrbitControls.js";
</script>For production with npm/vite/webpack:
import * as THREE from "three";
import { OrbitControls } from "three/addons/controls/OrbitControls.js";2. Scene Initialization
Every Three.js artifact needs these core components:
// Scene - contains all 3D objects
const scene = new THREE.Scene();
// Camera - defines viewing perspective
const camera = new THREE.PerspectiveCamera(
75, // Field of view
window.innerWidth / window.innerHeight, // Aspect ratio
0.1, // Near clipping plane
1000, // Far clipping plane
);
camera.position.z = 5;
// Renderer - draws the scene
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);3. Animation Loop
Use renderer.setAnimationLoop() (preferred) or requestAnimationFrame:
// Preferred: setAnimationLoop (handles WebXR compatibility)
renderer.setAnimationLoop(() => {
mesh.rotation.x += 0.01;
mesh.rotation.y += 0.01;
renderer.render(scene, camera);
});
// Alternative: manual requestAnimationFrame
function animate() {
requestAnimationFrame(animate);
mesh.rotation.x += 0.01;
mesh.rotation.y += 0.01;
renderer.render(scene, camera);
}
animate();Systematic Development Process
1. Define the Scene
Start by identifying:
- What objects need to be rendered
- Camera position and field of view
- Lighting setup required
- Interaction model (static, rotating, user-controlled)
2. Build Geometry
Choose appropriate geometry types:
Basic Shapes:
BoxGeometry- cubes, rectangular prismsSphereGeometry- spheres, planetsCylinderGeometry- cylinders, tubesPlaneGeometry- flat surfaces, ground planesTorusGeometry- donuts, rings
CapsuleGeometry is available (stable since r142):
new THREE.CapsuleGeometry(0.5, 1, 4, 8); // radius, length, capSegments, radialSegments3. Apply Materials
Choose materials based on visual needs:
Common Materials:
MeshBasicMaterial- unlit, flat colors (no lighting needed)MeshStandardMaterial- physically-based, realistic (needs lighting)MeshPhongMaterial- shiny surfaces with specular highlightsMeshLambertMaterial- matte surfaces, diffuse reflection
const material = new THREE.MeshStandardMaterial({
color: 0x00ff00,
metalness: 0.5,
roughness: 0.5,
});4. Add Lighting
If using lit materials (Standard, Phong, Lambert), add lights:
// Ambient light - general illumination
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambientLight);
// Directional light - like sunlight
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
directionalLight.position.set(5, 5, 5);
scene.add(directionalLight);Skip lighting if using MeshBasicMaterial - it's unlit by design.
5. Handle Responsiveness
Always add window resize handling:
window.addEventListener("resize", () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
});Common Patterns
Rotating Object
function animate() {
requestAnimationFrame(animate);
mesh.rotation.x += 0.01;
mesh.rotation.y += 0.01;
renderer.render(scene, camera);
}OrbitControls
With import maps or build tools, OrbitControls works directly:
import { OrbitControls } from "three/addons/controls/OrbitControls.js";
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
// Update in animation loop
renderer.setAnimationLoop(() => {
controls.update();
renderer.render(scene, camera);
});Custom Camera Controls (Alternative)
For lightweight custom controls without importing OrbitControls:
let isDragging = false;
let previousMousePosition = { x: 0, y: 0 };
renderer.domElement.addEventListener("mousedown", () => {
isDragging = true;
});
renderer.domElement.addEventListener("mouseup", () => {
isDragging = false;
});
renderer.domElement.addEventListener("mousemove", (event) => {
if (isDragging) {
const deltaX = event.clientX - previousMousePosition.x;
const deltaY = event.clientY - previousMousePosition.y;
// Rotate camera around scene
const rotationSpeed = 0.005;
camera.position.x += deltaX * rotationSpeed;
camera.position.y -= deltaY * rotationSpeed;
camera.lookAt(scene.position);
}
previousMousePosition = { x: event.clientX, y: event.clientY };
});
// Zoom with mouse wheel
renderer.domElement.addEventListener("wheel", (event) => {
event.preventDefault();
camera.position.z += event.deltaY * 0.01;
camera.position.z = Math.max(2, Math.min(20, camera.position.z)); // Clamp
});Raycasting for Object Selection
Detect mouse clicks and hovers on 3D objects:
const raycaster = new THREE.Raycaster();
const mouse = new THREE.Vector2();
const clickableObjects = []; // Array of meshes that can be clicked
// Update mouse position
window.addEventListener("mousemove", (event) => {
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
});
// Detect clicks
window.addEventListener("click", () => {
raycaster.setFromCamera(mouse, camera);
const intersects = raycaster.intersectObjects(clickableObjects);
if (intersects.length > 0) {
const clickedObject = intersects[0].object;
// Handle click - change color, scale, etc.
clickedObject.material.color.set(0xff0000);
}
});
// Hover effect in animation loop
function animate() {
requestAnimationFrame(animate);
raycaster.setFromCamera(mouse, camera);
const intersects = raycaster.intersectObjects(clickableObjects);
// Reset all objects
clickableObjects.forEach((obj) => {
obj.scale.set(1, 1, 1);
});
// Highlight hovered object
if (intersects.length > 0) {
intersects[0].object.scale.set(1.2, 1.2, 1.2);
document.body.style.cursor = "pointer";
} else {
document.body.style.cursor = "default";
}
renderer.render(scene, camera);
}Particle System
const particlesGeometry = new THREE.BufferGeometry();
const particlesCount = 1000;
const posArray = new Float32Array(particlesCount * 3);
for (let i = 0; i < particlesCount * 3; i++) {
posArray[i] = (Math.random() - 0.5) * 10;
}
particlesGeometry.setAttribute(
"position",
new THREE.BufferAttribute(posArray, 3),
);
const particlesMaterial = new THREE.PointsMaterial({
size: 0.02,
color: 0xffffff,
});
const particlesMesh = new THREE.Points(particlesGeometry, particlesMaterial);
scene.add(particlesMesh);User Interaction (Mouse Movement)
let mouseX = 0;
let mouseY = 0;
document.addEventListener("mousemove", (event) => {
mouseX = (event.clientX / window.innerWidth) * 2 - 1;
mouseY = -(event.clientY / window.innerHeight) * 2 + 1;
});
function animate() {
requestAnimationFrame(animate);
camera.position.x = mouseX * 2;
camera.position.y = mouseY * 2;
camera.lookAt(scene.position);
renderer.render(scene, camera);
}Loading Textures
const textureLoader = new THREE.TextureLoader();
const texture = textureLoader.load("texture-url.jpg");
const material = new THREE.MeshStandardMaterial({
map: texture,
});Best Practices
Performance
- Reuse geometries and materials when creating multiple similar objects
- Use `BufferGeometry` for custom shapes (more efficient)
- Limit particle counts to maintain 60fps (start with 1000-5000)
- Dispose of resources when removing objects:
geometry.dispose();
material.dispose();
texture.dispose();Visual Quality
- Always set
antialias: trueon renderer for smooth edges - Use appropriate camera FOV (45-75 degrees typical)
- Position lights thoughtfully - avoid overlapping multiple bright lights
- Add ambient + directional lighting for realistic scenes
Code Organization
- Initialize scene, camera, renderer at the top
- Group related objects (e.g., all particles in one group)
- Keep animation logic in the animate function
- Separate object creation into functions for complex scenes
Common Pitfalls to Avoid
- ❌ Using
outputEncodinginstead ofoutputColorSpace(renamed in r152) - ❌ Forgetting to add objects to scene with
scene.add() - ❌ Using lit materials without adding lights
- ❌ Not handling window resize
- ❌ Forgetting to call
renderer.render()in animation loop - ❌ Using
THREE.Clockwithout consideringTHREE.Timer(recommended in r183)
Example Workflow
User: "Create an interactive 3D sphere that responds to mouse movement"
1. Setup: Import Three.js, create scene/camera/renderer 2. Geometry: Create SphereGeometry(1, 32, 32) for smooth sphere 3. Material: Use MeshStandardMaterial for realistic look 4. Lighting: Add ambient + directional lights 5. Interaction: Track mouse position, update camera 6. Animation: Rotate sphere, render continuously 7. Responsive: Add window resize handler 8. Result: Smooth, interactive 3D sphere ✓
Troubleshooting
Black screen / Nothing renders:
- Check if objects added to scene
- Verify camera position isn't inside objects
- Ensure renderer.render() is called
- Add lights if using lit materials
Poor performance:
- Reduce particle count
- Lower geometry detail (segments)
- Reuse materials/geometries
- Check browser console for errors
Objects not visible:
- Check object position vs camera position
- Verify material has visible color/properties
- Ensure camera far plane includes objects
- Add lighting if needed
Advanced Techniques
Visual Polish for Portfolio-Grade Rendering
Shadows:
// Enable shadows on renderer
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap; // Soft shadows
// Light that casts shadows
const directionalLight = new THREE.DirectionalLight(0xffffff, 1);
directionalLight.position.set(5, 10, 5);
directionalLight.castShadow = true;
// Configure shadow quality
directionalLight.shadow.mapSize.width = 2048;
directionalLight.shadow.mapSize.height = 2048;
directionalLight.shadow.camera.near = 0.5;
directionalLight.shadow.camera.far = 50;
scene.add(directionalLight);
// Objects cast and receive shadows
mesh.castShadow = true;
mesh.receiveShadow = true;
// Ground plane receives shadows
const groundGeometry = new THREE.PlaneGeometry(20, 20);
const groundMaterial = new THREE.MeshStandardMaterial({ color: 0x808080 });
const ground = new THREE.Mesh(groundGeometry, groundMaterial);
ground.rotation.x = -Math.PI / 2;
ground.receiveShadow = true;
scene.add(ground);Environment Maps & Reflections:
// Create environment map from cubemap
const loader = new THREE.CubeTextureLoader();
const envMap = loader.load([
"px.jpg",
"nx.jpg", // positive x, negative x
"py.jpg",
"ny.jpg", // positive y, negative y
"pz.jpg",
"nz.jpg", // positive z, negative z
]);
scene.environment = envMap; // Affects all PBR materials
scene.background = envMap; // Optional: use as skybox
// Or apply to specific materials
const material = new THREE.MeshStandardMaterial({
metalness: 1.0,
roughness: 0.1,
envMap: envMap,
});Tone Mapping & Output Encoding:
// Improve color accuracy and HDR rendering
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1.0;
renderer.outputColorSpace = THREE.SRGBColorSpace; // Was outputEncoding in older versions
// Makes colors more vibrant and realisticFog for Depth:
// Linear fog
scene.fog = new THREE.Fog(0xcccccc, 10, 50); // color, near, far
// Or exponential fog (more realistic)
scene.fog = new THREE.FogExp2(0xcccccc, 0.02); // color, densityCustom Geometry from Vertices
const geometry = new THREE.BufferGeometry();
const vertices = new Float32Array([-1, -1, 0, 1, -1, 0, 1, 1, 0]);
geometry.setAttribute("position", new THREE.BufferAttribute(vertices, 3));Post-Processing Effects
Post-processing effects are available via import maps or build tools. See threejs-postprocessing skill for EffectComposer, bloom, DOF, and more.
Group Objects
const group = new THREE.Group();
group.add(mesh1);
group.add(mesh2);
group.rotation.y = Math.PI / 4;
scene.add(group);Summary
Three.js artifacts require systematic setup:
1. Import Three.js via import maps or build tools 2. Initialize scene, camera, renderer 3. Create geometry + material = mesh 4. Add lighting if using lit materials 5. Implement animation loop (prefer setAnimationLoop) 6. Handle window resize 7. Set renderer.outputColorSpace = THREE.SRGBColorSpace
Follow these patterns for reliable, performant 3D experiences.
Modern Three.js Practices (r183)
Modular Imports
// With npm/vite/webpack:
import * as THREE from "three";
import { OrbitControls } from "three/addons/controls/OrbitControls.js";
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
import { EffectComposer } from "three/addons/postprocessing/EffectComposer.js";WebGPU Renderer (Alternative)
Three.js r183 includes a WebGPU renderer as an alternative to WebGL:
import { WebGPURenderer } from "three/addons/renderers/webgpu/WebGPURenderer.js";
const renderer = new WebGPURenderer({ antialias: true });
await renderer.init();
renderer.setSize(window.innerWidth, window.innerHeight);WebGPU uses TSL (Three.js Shading Language) instead of GLSL for custom shaders. See threejs-shaders for details.
Timer (r183 Recommended)
THREE.Timer is recommended over THREE.Clock as of r183:
const timer = new THREE.Timer();
renderer.setAnimationLoop(() => {
timer.update();
const delta = timer.getDelta();
const elapsed = timer.getElapsed();
mesh.rotation.y += delta;
renderer.render(scene, camera);
});Benefits over Clock:
- Not affected by page visibility (pauses when tab is hidden)
- Cleaner API design
- Better integration with
setAnimationLoop
Animation Libraries (GSAP Integration)
// Smooth timeline-based animations
import gsap from "gsap";
// Instead of manual animation loops:
gsap.to(mesh.position, {
x: 5,
duration: 2,
ease: "power2.inOut",
});
// Complex sequences:
const timeline = gsap.timeline();
timeline
.to(mesh.rotation, { y: Math.PI * 2, duration: 2 })
.to(mesh.scale, { x: 2, y: 2, z: 2, duration: 1 }, "-=1");Why GSAP:
- Professional easing functions
- Timeline control (pause, reverse, scrub)
- Better than manual lerping for complex animations
Scroll-Based Interactions
// Sync 3D animations with page scroll
let scrollY = window.scrollY;
window.addEventListener("scroll", () => {
scrollY = window.scrollY;
});
function animate() {
requestAnimationFrame(animate);
// Rotate based on scroll position
mesh.rotation.y = scrollY * 0.001;
// Move camera through scene
camera.position.y = -(scrollY / window.innerHeight) * 10;
renderer.render(scene, camera);
}Advanced scroll libraries:
- ScrollTrigger (GSAP plugin)
- Locomotive Scroll
- Lenis smooth scroll
Performance Optimization in Production
// Level of Detail (LOD)
const lod = new THREE.LOD();
lod.addLevel(highDetailMesh, 0); // Close up
lod.addLevel(mediumDetailMesh, 10); // Medium distance
lod.addLevel(lowDetailMesh, 50); // Far away
scene.add(lod);
// Instanced meshes for many identical objects
const geometry = new THREE.BoxGeometry();
const material = new THREE.MeshStandardMaterial();
const instancedMesh = new THREE.InstancedMesh(geometry, material, 1000);
// Set transforms for each instance
const matrix = new THREE.Matrix4();
for (let i = 0; i < 1000; i++) {
matrix.setPosition(
Math.random() * 100,
Math.random() * 100,
Math.random() * 100,
);
instancedMesh.setMatrixAt(i, matrix);
}Modern Loading Patterns
// In production, load 3D models:
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader";
const loader = new GLTFLoader();
loader.load("model.gltf", (gltf) => {
scene.add(gltf.scene);
// Traverse and setup materials
gltf.scene.traverse((child) => {
if (child.isMesh) {
child.castShadow = true;
child.receiveShadow = true;
}
});
});When to Use What
Import Map Approach:
- Quick prototypes and demos
- Educational content
- Artifacts and embedded experiences
- No build step required
Production Build Approach:
- Client projects and portfolios
- Complex applications
- Performance-critical applications
- Team collaboration with version control
Recommended Production Stack
Three.js r183 + Vite
├── GSAP (animations)
├── React Three Fiber (optional - React integration)
├── Drei (helper components)
├── Leva (debug GUI)
└── Post-processing effectsLimitations
- Use this skill only when the task clearly matches the scope described above.
- Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
- Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.
Related skills
How it compares
Pick threejs-skills for browser WebGL scene code; use dedicated game-engine skills when the target is Unity or Unreal rather than Three.js.
FAQ
What does threejs-skills create?
threejs-skills generates Three.js code for 3D scenes, interactive WebGL experiences, animations, particles, and visual effects. It follows systematic Three.js patterns for cameras, lighting, materials, and render loops.
When should I use threejs-skills?
Use threejs-skills when building browser 3D visualizations, explorable scenes, or canvas WebGL effects. The skill triggers on requests for 3D models, rotating objects, particles, or interactive graphics in Three.js.
Is Threejs Skills safe to install?
skills.sh reports 2 of 3 security scanners passed. Review the Security Audits panel on this page before installing in production.